Hi
Would someone happen to know how to solve the problem when installing Concorde.jl in julia:
(@v1.11) pkg> add Concorde
Resolving package versions...
No Changes to ~/.julia/environments/v1.11/Project.toml
No Changes to ~/.julia/environments/v1.11/Manifest.toml
Precompiling project...
✗ Concorde
0 dependencies successfully precompiled in 2 seconds. 238 already precompiled.
1 dependency errored.
For a report of the errors see julia> err. To retry use pkg> precompile
(@v1.11) pkg> build Concorde
Building Concorde → ~/.julia/scratchspaces/44cfe95a-1eb2-52ea-b672-e2afdf69b78f/5d9f1b1a480235ffdd3c8ab8cab011aa9afe81af/build.log
ERROR: Error building Concorde, showing the last 100 of log:
x ./concorde/TOOLS/prob2tsp.c
x ./concorde/TOOLS/showres.c
...
x ./concorde/VERIFY/Makefile.in
x ./concorde/README
loading cache ./config.cache
checking host system type... Invalid configuration darwin': machine darwin' not recognized
checking for prespecified compiler options... no
checking for gcc... (cached) gcc
checking whether the C compiler (gcc -fPIC -O2 -g ) works... no
configure: error: installation or configuration problem: C compiler cannot create executables.
ERROR: LoadError: failed process: Process(bash -c "CFLAGS='-fPIC -O2 -g' ./configure --with-qsopt=/Users/poss/.julia/packages/Concorde/VRfqN/deps/qsopt --host=darwin", ProcessExited(1)) [1]
It seems to be related to the M3 processor as I have the same error on another Mac with that processor, while the M2 I tried on could install the package properly.
It is related to my C compiler, but the latter works, despite the error "checking whether the C compiler (gcc -fPIC -O2 -g ) works... no"
poss@Mac-de-Michael ~ % gcc --version
Apple clang version 16.0.0 (clang-1600.0.26.6)
Target: arm64-apple-darwin24.1.0
Thread model: posix
InstalledDir: /Library/Developer/CommandLineTools/usr/bin
poss@Mac-de-Michael ~ % gcc -fPIC -O2 -g test.c
Best,
Michaël.
Dive into the vast array of tools, services, and support available to developers.
Post
Replies
Boosts
Views
Activity
I cannot find this specific KDK for my build 22H417. I need help locating and downloading this Developer Kit.
Error Domain=KMErrorDomain Code=34 "Missing Developer Kit: As of macOS 13.0, you will need to install a KDK matching your build 22H417 to rebuild kernel collections." UserInfo={NSLocalizedDescription=Missing Developer Kit: As of macOS 13.0, you will need to install a KDK matching your build 22H417 to rebuild kernel collections.}
I
We are encountering a persistent code signing error with in-app purchase capabilities in our iOS app. Despite having the com.apple.developer.in-app-purchase entitlement properly configured in the app's entitlements file and the In-App Purchase capability enabled in both Xcode and the App ID configuration in the Apple Developer Portal, we continue to receive the error: "The provisioning profile 'iOS Team Provisioning Profile: does not include the com.apple.developer.in-app-purchase entitlement." We have attempted multiple solutions including:
Regenerating provisioning profiles
Cleaning and rebuilding the project
Switching between automatic and manual signing
Removing and re-adding the in-app purchase capability
Verifying all entitlements and capabilities configurations
The error persists despite the entitlement being correctly set in the entitlements file and the capability being enabled in the App ID. This appears to be an issue with how the provisioning profile is being generated or how the entitlement is being recognized by Xcode's code signing system.
I've got an existing app which is using some 3rd party xcframeworks within its app extensions (for example within a Notification Service Extension).
Within the target for the app extensions there is a Frameworks and Libraries section where the xcframework was dragged and dropped into.
However now I want to create a new project and do a similar thing, within the app's target there is a Frameworks and Libraries section, but when an app extension target is created, Xcode is not adding a Frameworks and Libraries section.
There is a Link Library with Binary section, however this doesn't have an embed section (where you can select to embed, don't embed, embed without signing etc.) and I get build error trying to drag and drop the xcframework in here.
Where id the Framewoks and Libraries section go for app extensions for projects created with Xcode 16? How can this section be added?
All the threads only contain system calls. The crashed thread only contains a single call to my app's code which is main.swift:12.
What could cause such a crash?
crash.txt
Hello all!
My application written with C++/CMake and when building have some troubles with adding test environment for StoreKit every time - it need to be done manually.
Is there any way to add StoreKit environment settings with CMake and when executed command like this $ cmake -g Xcode ... StoreKit test environment were automatically added?
Hi,
Regarding the bundle identifiers of App that I remove from App Store Connect will they be locked forever andI can't reuse them ?
Kind Regards
Hello everyone I was just wandering how could I change my user name on the developer forum and if this was event possible to do so ?
I have created two different apps using ADEP, and they were working on iPad with iOS 14.6 and 14.7.1. The environments are as follows:
Environment:
1.Mac mini (Mac OS X 10.7.5)
Xcode 8.3.2
2.iMac (OS X El Capitan 10.11.6)
Xcode 7.3
The certificates were exported from the environment in 1 and imported into 2.
When I tried to switch from ADEP to AdHoc for app creation, I encountered an error. Specifically, the app worked fine on an iPad running iOS 12.5.7 in environment 1, but on devices with iOS 14.6, 14.7.1, and 17.7, the installation was successful, but when I tried to open the app, the following error message appeared:
“XXXXX” needs to be updated
To run this app on this version of iOS, the developer needs to update the app.
Additionally, in environment 2, I’m unable to archive the app.
Is it possible to create a working app by simply switching from ADEP to AdHoc without making any other changes to the environment?
Apple is not granting access to the developer account, but funds have already been partially charged
Hello,
We are facing a serious issue while trying to gain access to our developer account. We have submitted all the required documents (passport scan, payment information), but we still have not received access.
At the same time, funds have already been partially charged from our card, yet there has been no progress from Apple. Support is not providing clear answers, and the process is being delayed. This is seriously affecting our work!
Has anyone encountered a similar situation? How can we speed up the resolution? Any advice would be greatly appreciated.
Thank you!
I use Swift Playgrounds on iPad to run an intro to programming class with high school students. I've created some custom playground books based on Apple's guides to provide some simple sandboxes to learn basic coding.
Students simply click a button on my website, which downloads my playground books so students can easily create new sandboxes.
With Swift Playgrounds 4.6.1 on both Mac and iPad, clicking the link only opens Swift Playgrounds and does not download my playground books! There used to be an "Add a Subscription URL" button, but it is no longer present on the Learn to Code page or anywhere else in the app that I can find:
Is it intentional that this functionality is removed? Playground Books still appear to work, and documentation for subscription feeds is still available.
I start another session with my students next Monday, so I need to know as soon as possible whether I need to plan to work around this myself.
Thanks,
Mark Schmidt
I am trying to make the payment to activate my Apple Developer Program account using multiple cards, but I can't get past the payment step. All of them say that the bank authorization failed. However, I already spoke with the bank, and they told me that my card has no issues. In fact, I have made purchases in many places without any problems. The only payment I am unable to complete is for the Apple Developer Program.
Does anybody knows how to solve it?
So I started a project in Xcode but without GitHub.
Now I have prepared Xcode for GitHub and kind of made it work.
I have also made a folder where I have cloned my project from GitHub.
So is there any way to connect Xcode and the new folder. If I save my project it doesn't know about my new folder I presume:
I could continue to use GitHub via Xcode but I'm afraid I will forget about commands in Git if I only use Xcode. If I should work on another project without Git.
I have a working Xcode Cloud setup for my iOS and macOS targets, and I'm trying to add visionOS support. The issue is that Firebase requires using their source distribution for visionOS (instead of their default binary distribution).
Locally, this works by launching Xcode with:
open -a Xcode --env FIREBASE_SOURCE_FIRESTORE project.xcodeproj
For Xcode Cloud, I've added a ci_post_clone.sh script that sets this environment variable for visionOS builds:
#!/bin/bash
if [[ $CI_PRODUCT_PLATFORM == "xrOS" ]]; then
echo "Running setup for visionOS..."
export FIREBASE_SOURCE_FIRESTORE=1
fi
However, I'm getting the following error during build:
an out-of-date resolved file was detected at /.../project.xcworkspace/xcshareddata/swiftpm/Package.resolved, which is not allowed when automatic dependency resolution is disabled
So since setting FIREBASE_SOURCE_FIRESTORE=1 changes which SPM dependencies are required:
Normal setup uses: abseil-cpp-binary, grpc-binary
Source distribution needs: abseil-cpp-swiftpm, grpc-ios, boringssl-swiftpm
What's the recommended way to handle this in Xcode Cloud when maintaining builds for all platforms? Should I be using separate workflows with different branches for different platforms? Or is there a better approach?
System:
Xcode 16.2
Using SPM for dependency management
Firebase iOS SDK 10.29.0
Building for iOS, macOS, and visionOS
Thanks in advance for any guidance!
Thanks for the upgrade, the new project selection screen is nice and I’m happy that the SDK has been updated. But I notices some issues
Since update to 4.6
In an app project, if one of the file contains an error and I select another file. The error is not reported and the upper icon shows a checked mark as if the project contains no compilation errors.
Also, if I’m on the file that contains the error the upper icon turn in red (that is ok) but if I press the icon then the error message, the editor does not jump to the error
It was working fine on the previous version
(I use it on a iPad pro (A12Z) with the latest iPad OS version)
I'm getting hundreds of the message below in Xcode. I've narrowed it down to when I instantiate the following
AVAudioUnitComponentManager.shared()
Message send exceeds rate-limit threshold and will be dropped. { reporterID=231700600717315, rateLimit=32hz }
Currently I only see the right eye view when running my test app on the Vision Simulator. But to be able to evaluate if what I'm doing is actually possible on the device before buying one for developing my app I like to be able to switch between viewing the right eye and left eye in the simulator.
Hello,
My payment system works correctly when my backend is in sandbox mode, but when I submit my app for review, I get the following error:
VerificationException [Error]
at SignedDataVerifier.verifyNotification (/Users/---/node_modules/@apple/app-store-server-library/dist/jws_verification.js:126:19)
at SignedDataVerifier.verifyAndDecodeNotification (/Users/---/node_modules/@apple/app-store-server-library/dist/jws_verification.js:121:14)
at process.processTicksAndRejections (node:internal/process/task_queues:95:5)
at async file:///Users/---/src/api/routes/apple.routes.js:22:18 {
status: 2,
cause: undefined
}
Main Question
For Apple to approve in-app purchases, should I submit my app for review with the backend in sandbox mode or production?
Possible Causes of the Error
I would appreciate any suggestions on what might be causing this error and how to fix it.
Thanks in advance! 🚀
I'm trying to build an app for Mac from an external source and the build process fails due to the requirement of a provisioning profile. I'm new to developing in Xcode and as far as I've know rn, you need to have a developer account to create a profile. I just want to test the app locally. Not sure if a profile is required for that.
Hello everyone, I currently have a M1 Pro MacBook Pro (16gb) and a M1 Mac Mini (8gb), and I was searching a way to use the computing power of the Mac Mini to build my projects, even being a less powered machine, I think it can help since it will be doing just one thing.
I wanted to normally write code on the MacBook, but instead of building it locally (including the previews), it will be done on the Mac Mini via network connection or even Thunderbolt Bridge (if possible).
On a past Apple event (Oct. 30, 2018), was said that it was possible (31:00), but I was not able to find any kind of documentation or guidance on that.
Event Video:
https://youtu.be/bfHEnw6Rm-4?si=6wyoCLnWyyqG3Qm6